I will take my time, carefully moving towards the sleeping beasts. Cutting their throats in their sleep. Monks can use daggers as far as I can tell. If everyone else could be ready to take down these guys if the awake, that would be great.

Kelser takes the initiative and slowly crawls over the baricade to help out. You take out the first two no problem. The third one starts to wake up as you put the blade to his throat by the barbarian comes down on him hard with his greatclub, killing the varag and breaking the bed in the process.

A search of the sarcophagi reveals mummified corpses dressed in burial robes and shrouded in linens. Nothing of worth was interred with the bodies.

A search of the bedrolls uncovers a gold pendant on a broken iron chain (value 15 gp). The pendant looks like a three-headed creature. The leftmost head looks human, the rightmost looks like a viper, and the middle one appears to be a snake-human hybrid.

The backpack contains dried meat, waterskins, and a bunch of random adventuring gear.

"Yuan-ti are descended from humans whose bloodlines have been mingled with those of snakes. Their evilness, cunning, and ruthlessness are...legendary. They constantly scheme to advance their own dark agendas. They are calculating and suave enough to form alliances with other evil creatures when necessary. Which might explain the connection with Dreadlord Burukhan."

"Yuan-ti are geniuses and fight as such. They plan elaborate traps and utilize their surroundings superbly in combat, preferring ambushes to direct confrontation."

Umberto shakes his head. "What are we doing down here again? This sounds terrible." The monk looks at his companions. " Well, I am ready, let us move forward with great caution. Perhaps Althalus can take the time to look out for traps."

Aye, cautiously... but something seems odd to me... perhaps the Yuan-ti are certainly working with this "dreadlord." That could certainly explain the amulet... but it seems odd to me that they'd be found here... Still... cautiously...

The air is filled with mist and spray from the nearby waterfall, but you see a slick staircase leading down to a ledge. A cavernous chamber opens to the east, its floor lost in darkness, and it looks like someone has built a rope line into the stairs as a way to make the descent easier.

After descending the slick and worn steps , you come to a ledge. On one side of the slick sheft is the waterfall and on the side is a cavernous pit. Spikes have been driven into the ledge on the western side nearest the waterfall, and a rope has been threaded through loops in their tops, forming a banister of sorts.

"So many visitors this day," cries the waterfall in a gravelly baritone. But no, the voice belongs to a ruggedly handsome man who steps from the falls clad in a shirt of shimmering mail. His silvery hair isn't wet, but it cascades over his shoulders in ringlets. A trim beard rounds out his face, accented by a silver chain around his neck from which hangs a pendant shaped like an acorn. Silvery bladed axes hang from a shining belt. His intense eyes are placid pools of blue and white, and he fixes a grim gaze on you, his jaw set. "Tell me, why came you here?"

"I am Umberto Lunini of Rockhammerhold. We come for the citizens of Wageton. They have been concerned by dark happenings here. Since we have ventured through these dungeons, we have discovered a more sinister plan at work then we first had thought. Are you sir, a part of this dark cabal?"

As you near the speaker you get a better look at what he is. He's short, and seems to be a part of the waterfall in a magical way. Tatyl whispers in your ears, "He is a fossergrim....like a dryad who is tied to a particular tree, his kind is tied to this waterfall."

Sigur smiles having received an answer he was seeking, Listen, evil ones have preceded you into this tomb, where they will certainly be destroyed. The Betrayer is compelled to slay them, if the foul creature in the next room does not. It (the creature in the next room) has learned that I wish it ill, and it comes and goes in the night. I can't watch this way in my sleep. My duty to guard these falls is more important that risking my life driving it from the tomb. Still, it's an abomination and it must be destroyed. Weapons touched by virtue can harm the spider most easily."

"Come, give me your hand and I will safely guide you down these treacherous steps. Return with proof that you have slain the spider and I will completely heal all of you."

" I thank you for your aid, I only wish our fallen comrade, Vadania could have met you. She was fair druid and would have enjoyed this encounter." The monk looks sadly at the fossergrim, then regains his composure. " Touched by virtue? Perhaps the weapons we found in the tomb earlier can hurt this creature more effectively?"

DM Note - apparently "touched by virtue" refers to "good" weapons (good as in good vs. evil), and I think some of those weapons you picked up before would work. And the spider in question, well I'll just say it, has a Damage Reduction of 5/good.

Just giving you a heads up. We moving on to the next room? If so, any preparations before we enter?

Anyone have a bless weapon? Outside of that there is little I can do to this thing, except flail at it with my useless apendages. And as far as I can tell the only weapon we recieved from the tomb was rapier.

I think you are right about the rapier (as far as being magical weapons you've picked up in this adventure). Any magical weapon and spells would cut through the damage reduction, as would anything over 5 in damage with a normal weapon.

Having said that, the spider may have been killed or weakened by Xeron and his forces who have gone through that room already.

Sigur smiles as he sees you leave, "Return and I will heal your wounds!"

Having navigated the ledge, you reach a landing of stone so finely polished that it shines like glass. Ahead is a door engraved with a coat of arms containing a crown, a scepter, and a dragon rampant. The door is, however, cracked and broken on it's upper corner.

You all stand in front of the door that is near B16 (I didn't move your pieces on the map as you can see). Any preparations from the cleric before we enter?